From 09ee93dc47615acdcdce7f9e4af8e9f2616638c6 Mon Sep 17 00:00:00 2001 From: Manatee <74586965+MajManatee@users.noreply.github.com> Date: Wed, 25 Feb 2026 21:21:26 -0600 Subject: [PATCH] Alt PKA balance pass (#5253) ## About The Pull Request Tweaks the alt-PKA damage values to accomodate for the fact some of them fire in special ways, or fire more projectiles The shockwave is now no longer able to fit any variant of an AOE mod, to stop people from one-shotting everything, The shotgun damage has been reduced as well, making up for the fact it fires three shots. Comments have been added for the existing variants explaining the reasoning for their current damage level. Adds a new var for restricted MOD types, allowing for other pkas having this added in the future. ## Why It's Good For The Game It is not fun for other miners when someone three shots a boss they havent even had a chance to think about yet. ## Proof Of Testing
Screenshots/Videos # change
## Changelog :cl: balance: rebalanced PKA-Alts fix: the shockwave PKA can no longer attach AOE kits. /:cl: --------- Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com> --- .../projectiles/guns/energy/kinetic_accelerator.dm | 14 +++++++++----- .../code/game/objects/items/more_pkas.dm | 11 ++++++----- 2 files changed, 15 insertions(+), 10 deletions(-) diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index a74306f596c..cd645027925 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -17,6 +17,7 @@ ///The max capacity of modkits the PKA can have installed at once. var/max_mod_capacity = 100 var/disablemodification = FALSE // Bubber edit, stops removal and addition of mods. + var/disabled_modkits // BUBBER EDIT - ADDITION - Additional var to handle certain modkits being disallwoed on specific PKAs /obj/item/gun/energy/recharge/kinetic_accelerator/add_bayonet_point() @@ -344,11 +345,14 @@ if(KA.get_remaining_mod_capacity() >= cost) if(.) - if(transfer_to_loc && !user.transferItemToLoc(src, KA)) - return - to_chat(user, span_notice("You install the modkit.")) - playsound(loc, 'sound/items/tools/screwdriver.ogg', 100, TRUE) - KA.modkits |= src + if(!is_type_in_list(src, KA.disabled_modkits)) // BUBBER EDIT - ADDITION - If statement to check if this modkit is disabled on this PKA + if(transfer_to_loc && !user.transferItemToLoc(src, KA)) + return + to_chat(user, span_notice("You install the modkit.")) + playsound(loc, 'sound/items/tools/screwdriver.ogg', 100, TRUE) + KA.modkits |= src + else + to_chat(user, span_notice("The modkit cannot be installed on this model of kinetic accelerator.")) // BUBBER EDIT - ADDITION - END else to_chat(user, span_notice("The modkit you're trying to install would conflict with an already installed modkit. Remove existing modkits first.")) else diff --git a/modular_zubbers/code/game/objects/items/more_pkas.dm b/modular_zubbers/code/game/objects/items/more_pkas.dm index 68b17d98be9..c8b6635640b 100644 --- a/modular_zubbers/code/game/objects/items/more_pkas.dm +++ b/modular_zubbers/code/game/objects/items/more_pkas.dm @@ -89,6 +89,7 @@ obj_flags = UNIQUE_RENAME weapon_weight = WEAPON_LIGHT max_mod_capacity = 75 + disabled_modkits = list(/obj/item/borg/upgrade/modkit/aoe) // Should cover all AOE variants /obj/item/gun/energy/recharge/kinetic_accelerator/shockwave/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0) target = get_edge_target_turf(user, user.dir) @@ -161,7 +162,7 @@ /obj/projectile/kinetic/railgun name = "hyper kinetic force" icon_state = null - damage = 100 + damage = 100 // Slightly less than a crusher marked hit (110 methinks), but ranged and really fast moving, big movement slowdown and bulky. damage_type = BRUTE armor_flag = BOMB range = 6 @@ -172,7 +173,7 @@ /obj/projectile/kinetic/repeater name = "rapid kinetic force" icon_state = null - damage = 20 + damage = 20 // Half damage, burst fire and a bit more range. damage_type = BRUTE armor_flag = BOMB range = 4 @@ -181,7 +182,7 @@ /obj/projectile/kinetic/shotgun name = "split kinetic force" icon_state = null - damage = 20 + damage = 15 // 3 projectiles, 40 base damage. Theoretically more if all shots hit. damage_type = BRUTE armor_flag = BOMB range = 3 @@ -190,7 +191,7 @@ /obj/projectile/kinetic/glock name = "light kinetic force" icon_state = null - damage = 10 + damage = 10 // Low dmg, high modularity. Can be made great, especially when dual wielded. damage_type = BRUTE armor_flag = BOMB range = 3 @@ -199,7 +200,7 @@ /obj/projectile/kinetic/shockwave name = "concussive kinetic force" icon_state = null - damage = 40 + damage = 40 // 8 projectiles in a 360 around you. Good for CC and rock clearing. damage_type = BRUTE armor_flag = BOMB range = 1